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Found 41 results

  1. Hi! Okay so uh I've been trying to make a mod for a bit now but I keep getting an error when trying to load the mod, I've edited the speech file to how I'd like it but it keeps saying: That's only a lil piece of it and as well as the sprite issue, I replaced the speech file with Webbers' to see if my sprite will show up but it only shows the template character instead of my own, it doesn't crash but I want to know what I can fix. It'll be lovely if someone could help even a little bit!
  2. How do I know that a mod is compatible with RoT, cause i have a dedicated server and i need to know, Only testing in game? Anyone knows some of these mods that r working?
  3. Hello there, I was looking around and couldn't really find anything related, so I apologize in advance if I just missed it! I'm trying to mod a weapon (say, a spear) to be un-disarmable by things like Bearger or Goose Goose, for example. I'm not really sure how to go about accomplishing this. Anyone know if this is even possible? Edit: Apparently I'm not allowed to spell Goose w/ a M <.<
  4. I create a character and want to give him the opportunity to teleport for hunger, but if I prescribe it, the hunger is not removed, and it turns out only with sanity. please, help.
  5. I'm trying to give a character a growable beard, however I don't want it to effect their stats in any way other than giving them beard hairs and sanity. (I want to remove the beard's insulation). I am using "inst.components.beard.insulates = false" and "inst.components.beard.insulation_factor = 1". Neither seem to work at all. willow.lua Alright, I'm just a big idiot. "inst.components.beard.insulates = false" doesn't work and "inst.components.beard.insulation_factor = " should be set to zero. "inst.components.beard.insulation_factor = 0" removes the insulation.
  6. Hey pals, I just updated a new version of my good old damage indicators mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1750657150 I improved the size of numbers. It now scales with damage. Higher damage is larger font. What do you think? Do you have any more wishes? I am looking forward to add some new features in the next couple weeks - feel free to provide any ideas! Thanks in advance. PS: Don't forget to subscribe!
  7. Some changes that we need to organize mods for different playthroughs: - add "enable all mods" "disable all mods" buttons at the top of the mod menu - add a search bar - add mod lists/presets
  8. Just a silly little thing I thought of incase anyone cares to try it. For those who wish to attempt this, you will need This Mod. For this challenge you must locate the Moon Island and reassemble the Celestial Altar, you must then leave it an offering set up like the picture below. Requirements include 3 fertilized coffee plants and a single crockpot containing a coffee. Once these have been set up the challenge is done! The goal is to do it as fast as possible! This is a speedrun challenge. Have fun! EDIT: The coffee plants can be found in the Dragonfly Desert, treat them like berry bushes for fertilizer(so use rot/manure/guano, not ash)
  9. Etiam's Modpack After a long delay I've decided to resurrect my modpack that was previously known as MaterialColor. Luckily the mods were kept alive under javisar's wings and now with Harmony and the ModLoader everything is so much easier to manage. This modpack requires the javisar's ModLoader Detailed informations, previews and download can be found on my repository: Etiam's ONI Modpack @ GitHub Or you can use this direct link: Download Issues, requests and bug reports should be kept on GitHub Issues, but lets not be too strict about it You can also reach me out on Discord: EtiamTinciduntNullam#4455 Any feedback is much appreciated.
  10. I've been modding for a while, posting some mods in several threads or discord, finally decided to create a thread and share everything with y'all! Repository link: https://github.com/Cairath/ONI-Mods Mods require modloader: https://forums.kleientertainment.com/forums/topic/88186-mod04-oni-modloader Feel free to ask questions/leave feedback. Enjoy Encountered a bug? Shoot here! https://github.com/Cairath/ONI-Mods/issues Due to having over 35 mods it's become awful to keep their list maintained in two places. Full list of mods with their descriptions is here: https://github.com/Cairath/ONI-Mods/blob/master/README.md Discord: https://discord.gg/7wNFaVd (for people interested in the development of my mods or website, or help with modding in general) Download & installation To use the mods you need to install ONI-ModLoader using instructions available here: https://github.com/javisar/ONI-Modloader#installation Compiled mod files are available for download in the modfiles folder. Once the Modloader is installed the mod files (*.dll) should be placed in the Mods folder created by the ModLoader in the game root directory. Disclaimer & network connection My mods ping my server so I can see some statistics which mods are used the most. You don't need internet connection (it just won't ping the server if it can't) and I do NOT store any personal info - just the mod name and the timestamp when it was used in someone's game.
  11. I used to be subscribed to a mod that had Wilba, Wormwood, and Warbucks as playable characters for together, but it's been since removed, and I don't know why? I can't find any other mods that have Warbucks as just himself, and I haven't seen any mods with Wheeler implemented so far. Does anyone know of any mods with both Warbucks and Wheeler implemented, or separate ones for both?
  12. i keep posting these on the mod forum but no one ever checks back i am not a coder can someone make a client side mod that makes beards invisible on both Webber and Wilson? i want to use Webber the Victorian without looking like an old man thank you
  13. Hey guys! Particularly anyone at Klei who might even glance at this. I apologize if this has been addressed before at some capacity. Anyhow! I was wondering if the wonderful people at Klei have ever considered implementing certain common and basic mods as in-game options. Most relevant of all in my head is the backpack mod; perhaps even some adjustable stacks. I'm quite sure I have spent almost the entirety of my time on PC with the backpack mod, dabbling lightly with others from time to time finding the original game being more than enough. Yet, some simple changes made my experience so much better, and I want to have that on the go as well. While I've still played and had to adapt without it, and love the game regardless. It never hurts to ask though. Ill be with you through thick and thin Klei. Game after game. DLC after DLC. Cheers, Phil Mistakenly submitted here, wrong part of forum apologies
  14. Ever since Hamlet was released in Early Access, my RoG worlds haven't been generating as nicely as before. In Hamlet, there seems to be a lot of issues with world generation (mainly those CURSED HOLES I have mentioned a few times before) and for some reason I have been seeing those same issues in my RoG worlds, which never happened pre-Hamlet. Here is an example. Just look at all of those HOLES. Not only are they inconvenient, making otherwise great base locations worse, but they are also so UGLY. What I am trying to do is to force the game to generate RoG worlds just like DST does. Like this. See? Nice neat branches of land with no massive holes just sitting in the middle. If I wanted to make my RoG worlds generate like DST, what would I have to do? Is it as simple as just copying the DST wordgen_main.lua over into the DS folder? Or is it more complicated? Any help with this would be great.
  15. From what I understand now the developers are just looking to collect ideas of what people want to mod to build a system that’s not in place now or at least seems not to be due to lack of documentation. I would love to have a clear documentation on how to get started and list of all API and files I will need in one place. I would love to see a system that makes additions to the game additive so mods won’t get in eachothers way when adding content. I want to change how the portal works. I want to change how duplication traits are given. I want to make the assigning of skills and priorities automated so we can have a free society; and of course take that pressure off the player. I want to add diapers to the game.
  16. Hello everyone! I've set up a 24/7 dedicated server, along with a Discord Group for voice chat, and I'm looking for players! I will list the details on the server's information below, as well as a TL;DR with the basic gist of the server. TL;DR: Wilderness Mode server with random season lengths, mostly default worldgen, scaling boss health and grief protection. Server Name: Wilderness Co-Operation Server Region: USA Discord Group: https://discord.gg/gbgJEP Mods (Will download automatically if you join server) Food Values - Item Tooltips Increased Stack Size (99 Items) Craftable Gears Global Positions Ownership Modify Ownership Wormhole Marks DST Storm Cellar Season Starting Items No Thermal Stone Durability Tools Are Fuels Actual Randomized Seasons (10 - 30 days long each season) Fire & Wall Protection (Grief Protection) Momiji Inubashiri (Modified mod character for a friend, but anyone can use her) DST Path Lights DST Advanced Farming (No Bananas Enabled) Extra Equip Slots API Edition Dynamic Health Scaling (Boss Health scales by number of players online) Health Info
  17. Hey is there a way to make a weapon's-tool's animation a punch from the script (*.lua). And if the answer is: Use "custom animation template" how can I make it exclusive to this weapon, find and use the default punch animation?
  18. lpsquiggle said: So this is what we should do I suppose. I have only started looking into ONI modding today, so I'm not sure what's already available to be modded (and please feel free to point me to how this would be done if it is already possible), but I would love to mod: new planets: one idea I had was for an alien trade station, where the cargo bay of a rocket would have to contain a specified material to bring back something else in return. this would require modification of the "pre-flight checklist" of a rocket as well, allowing it to take off with a non-empty cargo bay, as well as adding a conveyor input to it. (Most of this would be possible to mod with the custom system from what I've learned over the weekend. I've even made a mod that allows modifying a bunch of things about planets via JSON, forum thread for that coming soon.) duplicant AI: a mod suggestion I saw was basically a clown, a duplicant whose sole job it is to run to other dupes and cheer them up. This would require setting waypoints for duplicants and adding a new skill as well (so they can have a clown hat and look the part) critter AI: changing what tiles they see as pathable, so that something like a fence, a cattle grid, or a critter-repellent flower could be implemented (Oozinator) strange physics: a new fluid that floats above gas instead of below, a gas that can push back against another gas with way higher pressure, a solid that blocks gasses and fluids, but allows entities to pass through... you get the idea. More control over how the physics simulation is run in general (Sazza22) What are your thoughts on these? Have you got anything you'd like to mod in but can't? Post it here and I'll add it to the list so it's easier for the devs to reference.
  19. Hey everyone. I'm one of the creators of The Forged Forge mod, The Hunger Games event, Gorge extender mod and lots of other mods. Now I'm open to your paid mod requests. 1. What can I do? I can do almost everything for your modification. After reading your request, I'll say if I can do what you want. The only thing that I'm not an artist, but I can create sprites for your structure or useable item, though I can't really draw a new character for you. 2. How much it'll cost? This depends on the amount of work to create a mod. For example, if you have a sprite for your character, and you want to add him something like teleportation, that'll cost 2$. 3. How long creation of this mod will take? 1-2 weeks on average. 4. How can I pay? I accept transfers on the card. Sorry, but in my country, I don't have much choice. 5. What grants me that you'll get my mod done? You'll pay for your mod ONLY when it's done. If you want to contact me, you can write to me on the forum or join my discord server.
  20. Beefalo Crash

    [Crash] Steam Do you use mods? Many, but none that modify beefalo or I expect should cause me to crash exclusively around beefalo. Version Number Rev. 317411 Steps to reproduce Be around Beefalo. Describe your issue Can't be around beefalo. https://imgur.com/Jj0m9mVhttps://pastebin.com/Ya84TRni
  21. I need help with API for a Don't Starve Mod: Deluxe Campfires Mod. This mod is in abandoned state. I want the fire and ice stars of this mod to drop, as the fire is off: Fire: 100% chance of 3 Rocks; 75% 1 Nightmare fuel; 5% 1 Red Gem; 5% 3 Red Feather; 1% 1 Fire Staff 0,5% 1 Dragon Fruit 0,5% 1 Star Caller's Staff 0,5% 1 Yellow Gem 0,5% 2 Thulecite Pieces Ice: 100% 2 Rocks; 100% 1 Nitre 100% 2 Ice 75% 1 Nightmare fuel; 5% 1 Blue Gem; 5% 3 Blue Feather; 1% 1 Ice Staff 0,5% 1 Blue Amulet 0,5% 1 Star caller's Staff 0,5% 2 Thulecite Pieces Comand lines in the files, Fire Star:------------------------------------------------------------------------------ if heatStarDropLoot == "yes" then if addLootItems == 1 then -- flame max level 10 if heatStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") end inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:SpawnLootPrefab("redgem") elseif addLootItems == 2 then -- flame max level 9 if heatStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") end inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") elseif addLootItems == 3 then -- flame max level 6 if heatStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") end inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") end end end Comand lines in the files, Ice Star:------------------------------------------------------------------------------- if iceStarDropLoot == "yes" then if addLootItems == 1 then -- flame max level 10 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("bluegem") elseif addLootItems == 2 then -- flame max level 9 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") elseif addLootItems == 3 then -- flame max level 6 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") end end end heat_star.lua ice_star.lua Please help me!!! -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I did make a litle progress: if iceStarDropLoot == "yes" then if addLootItems == 1 then -- flame max level 10 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("nitre") inst.components.lootdropper:SpawnLootPrefab("rocks") inst.components.lootdropper:SpawnLootPrefab("rocks") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:AddChanceLoot("nightmarefuel",0.75) inst.components.lootdropper:SpawnLootPrefab("bluegem") inst.components.lootdropper:AddChanceLoot("bluegem",0.05) inst.components.lootdropper:SpawnLootPrefab("feather_robin_winter") inst.components.lootdropper:AddChanceLoot("feather_robin_winter",0.05) inst.components.lootdropper:SpawnLootPrefab("feather_robin_winter") inst.components.lootdropper:AddChanceLoot("feather_robin_winter",0.05) inst.components.lootdropper:SpawnLootPrefab("feather_robin_winter") inst.components.lootdropper:AddChanceLoot("feather_robin_winter",0.05) inst.components.lootdropper:SpawnLootPrefab("icestaff") inst.components.lootdropper:AddChanceLoot("icestaff",0.01) inst.components.lootdropper:SpawnLootPrefab("blueamulet") inst.components.lootdropper:AddChanceLoot("blueamulet",0.01) inst.components.lootdropper:SpawnLootPrefab("yellowstaff") inst.components.lootdropper:AddChanceLoot("yellowstaff",0.01) inst.components.lootdropper:SpawnLootPrefab("thulecite_pieces") inst.components.lootdropper:AddChanceLoot("thulecite_pieces",0.01) elseif addLootItems == 2 then -- flame max level 9 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("nitre") inst.components.lootdropper:SpawnLootPrefab("rocks") inst.components.lootdropper:SpawnLootPrefab("rocks") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:AddChanceLoot("nightmarefuel",0.75) elseif addLootItems == 3 then -- flame max level 6 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("rocks") end end end --------------------------------This,above, is right? I realy don't know.
  22. Darh's Mods Pack

    Version 1.3

    1,748 downloads

    This is my tweaked mods pack. credits for their authors. no mod is mine, just balance them, fix, add content.... This pack includes: Default's item pack [<domyślny>] Additional Equipment (fixed, compatible with servers with caves) [Silentine] icepack can be open at the same time as the backpack include bunnyback and houndback from Additional Equipment DS [Silentine] Aditional Item Package (Need Many more ores) [smith3 -- MagVI] include Golden Minecart [smith3 -- MagVI] The Maxwell's Revenge (Many functions disabled but you can edit this for enable) [Don] include Light Spear [Inspector Dave](reworked) fixed year of PigKing incompatibility Steampunk [star -- Hast] Asparagus and Chocolate and Coffee[Keidence -- yuli] [Hast -- Kuloslav][Mert the Türk] Deluxe Cooking Pot [Astro -- Jankiwen] Domestication Fixed [Darcrov] Many more ores(include many mods) Moar Metals [RoG] [DST] [Cr3ePMan -- Globalastick] Tungsten Mod [ outseeker (au) -- Marqson-- Mr. Gentleman --Zarklord] Shadow Tools [FelixTheJudge -- Neu7ral] Expanded Shadow Armory [FelixTheJudge] Lunar Tools [FelixTheJudge] Marble Combat [FelixTheJudge] Felix's Explosive Bomb Pack [FelixTheJudge] Special Saddles [Ryuu -- pinkmollies] 77_Downvest [The77sim3] Mace [Mico] Spiked Mace [Mico] Blood bag [Pirate Joe -- Delicius] Booty Pack [^-,...,-^] (can be open as chest or equiped as backpack) Eelight DST [Globalastick] Lovely Chest (Fireproof) [RiverSwim] Madman's Fighting Pack [star -- Madman666] More armor [noerK -- VaneshKi] More Gold Tools(DST) [JustJasper] Moving Box [Jelly -- Peanut Butter] Notebook [KaiserKatze] Monster Hambat [kasra9400] Battle Horn [Tykvesh] Dining Table [宵征] DST Gesture wheel [rezecib] DST Minimap HUD [squeek] DST Always on status [rezecib -- &nbsp;Kiopho] Extra Equip Slots Increase Storage [Luis95R] koalefant beefstification [imperialistic dog] Simple economy [AppleMomo] Super Wall (Need Many more ores, and icludes New Walls - Reeds, Hedge, Mud, Living and Bone) [DYC] [JustJasper] Your Skeleton Respawn [Беккит]
  23. Cant find the

    So i know where the anim Wes files are, where the speech files can be found (of course without Wes's) but i haven't been able to find the file with the lines of code that connect Wes's animations together, and so on and so forth, just help I've looked for over an hour, I'm probably blind but hey. (Im trying to make a Wes- speech- client mod, IK pretty bs.)
  24. (I have no idea where to put this, but I think this category should be alright) Ladies and Gentlemen, consider this a cry for help. My mind has been haunted recently, by an idea that simply won't be silenced by such petty things as reason and logic. I see before me, a character mod. Not any character mod, no. A mod of Gilgamesh, the dimension-hopping, weapon-collecting self-proclaimed master swordsman from the Final Fantasy universe. How such a glorious character is not already an existing mod is beyond me, especially when that wimpy blond potatocup of the same name from that Fate thing is available. Alas, the tragic part – having absolutely zero experience with game modding (aside from editing the occasional .ini file to get rid of fov-induced headaches) and also being completely artistically inept, I find myself completely unable to create this mod on my own. So, I beseech you, fellow admirers of Gilgamesh, because I know you're out there! If you find yourself smitten by his gloriousness, and also are the slighest bit talented at creating character mods for Don't Starve or Don't Starve Together, please... do me and the whole of humanity a service! I'll even write all the custom quotes, since talking bollocks is the only thing I was ever capable of. Here are some ideas of how the character might play. Stats: Health: 200 Hunger: 150 Sanity: 120 These are just baselines, of course, but since Gilgamesh is all about battle, at least his health should be reasonably high. He usually carries a set of Genji armour in the games; this armour is often times among the best sets in the games it appears in, almost always providing immunity to status effects. Alas, status effects aren't really a thing in DS outside of the poison in Shipwrecked and arguably sleep darts/mandrakes. The armour could be included as an expensive craftable; no idea what the recipe should be yet, but due to matching colour and status, I think it should involve thulecite. Maybe call it „Genshi Armour“ or somehting like that to link in with Gilgy's fake weapon gimmick Now, the most interesting aspect that also would be the hardest to implement – Gilgamesh can 'morph' his physical appearance; usually from a smaller 2-armed form into a big, bulky 8-armed form. So how about, using a similar technique as for Woodie and his Werebeaver form, if certain conditions are met, Gilgy can burst out his extra arms and go wild? For example, he could have a bar similar to the log meter that slowly fills the more he hits enemies, and when it's full, he transforms. In his morphed form, getting hit doesn't hurt him but lowers his morph meter (which obviously also goes down passively), and when it empties he reverts back to his normal form, but with filled health and an almost empty stomach. Obviously I'm just spitballing ideas here, and for all I know that morphing mechanic might be downright impossible to implement. But I ask you this – would it not be cool? Because I think it would be. Rise, Fellow Fans of Final Fantasy's Fantastic Character! If we all work together, we can make 'Wilgamesh' a reality!
  25. hello there if your reading this then likely wilson has sent me to collect information on people in dont starve. As the title says, whats your fighting style and mods you use. Me i get a log suit and football helm and kick some @55. Also, what mods do you use? RAM fix, craftable gears, always on status, compromising survival, equalten exchange, and backpack slot. Tank you for your time! -Malk FOR SCIENCE!